float4x4 world_view_proj : WORLD_VIEW_PROJECTION;

struct VertexInput
{
    float3 pos : POSITION;
	float3 normal : NORMAL;
};

struct PixelInput
{
    float4 pos : POSITION;
    float4 color : COLOR;
};

PixelInput VS(VertexInput input)
{
    PixelInput output;
	output.pos = mul(float4(input.pos, 1), world_view_proj);
    output.color = float4(input.normal, 1);
    return output;
}

float4 PS(PixelInput input) : COLOR
{
    return input.color;
}

technique t0
{
    pass p0
    {
        VertexShader = compile vs_2_0 VS();
        PixelShader = compile ps_2_0 PS();
    }
}
